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  • Many fields are locked to sane values (although note you can still create invalid content so check 2da Files for additional information as to how specific content is added)
  • Search functionality to quickly find things
  • Hint field for easier identification of items (eg: "Bard Song" could be hinted as "Level 20" to find that specific one).
  • Import Hak/2da options for existing custom content you've done (then moving forwards you use Eos to edit)
  • Icons can be loaded from a directory meaning you can see/add new icons you've created
  • Cut content lines can be reintroduced into the game
  • Overriden content retains the existing TLK lines until edited making it more efficient
  • There are localisation options (although NWN only supports one exported TLK file)
  • Saving is to JSON files which is more suitable for source control
    • If you're not using source control the "Create Backup" option can be helpful
  • Exporting is to raw files (and 2da files can be compressed to save space), and also can be to a hakpack and TLK file for instantly transforming your modules, and a script constants file can also be generated

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It will attempt to locate and get the base game data - this may need to be also done when NWN:EE is patched if data changes occur. This populates the "Standard" data and gets the icons from the game files.

You Then go to create a new project:

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The save with a new name and save it somewhere. This save location will have the JSON files and the settings of the project, and optionally will be where the hakpack/tlk file/2da files that are exported go. It is highly recommended to use some kind of source control to save changes so you can backtrack from things if necessary.

Once setup you can change the Settings of your project. This might be good to do early on.

Then you can start editing by doing one of these methods:

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